Construction of a simple TIMER

In my play on words, I have 30 levels of tiles from letter falling from the sky.

I want to control these bays (video clips) as well as a timer, so that I can start, pause, and stop at specific times.

I am doing something wrong with the timer code. It comes to getting the error message:

TypeError: Error #1009: cannot access a property or method of a null object reference.

to WordArray / startTileTimer)

to WordArray / activeLevelofTiles)

to WordArray / tileGenerator)

to WordArray / levelGenerator)

at WordArray()

to wordText / initWordText)

at flash.display::DisplayObjectContainer/addChild()

to BugGoopFSGame / startTimer)

How can I fix the timer? Should I have it added as an event somehow listener?

Code below:

package

{

import flash.display. *;

import flash.text.TextField;

import flash.events.Event;

import flash.utils.Timer;

import flash.events. *;

import flash.events.MouseEvent;

import flash.media.Sound;

import flash.media.SoundChannel;

/ public dynamic class WordArray extends MovieClip

{

public var wordtext:wordText = new wordText;

var activeWordArray:Array;

var activeLevelofTenWordsArray:Array;

var activeLevelofTilesArray:Array;

public var letterArray:LetterArray;

public var tileTimer:Timer;

Video clips of to use letter tiles

public var a: A = new A();

public var f: F = //...etc

private var wordArray:WordArray;

private var letterTiles:Array = [a, f, g, h, i,... etc];

private var lettersL01:Array = [, the, f, f, f, g, g, h, h, i, i, n, n, n, o, o, o, o, s, s, t, t, t].

private var lettersL02:Array = [th, th, //...etc

public var letterLevels:Array = [lettersL01, lettersL02, lettersL03,... etc];

public var wordsL1W1:Array = ['a'];

public var wordsL1W2:Array = ["h", "a","s"];

.. .etc

public var wordsL01:Array = [wordsL1W1, wordsL1W2, wordsL1W3, wordsL1W4, wordsL1W5, wordsL1W6, wordsL1W7, wordsL1W8, wordsL1W 9, wordsL1W10];

public var wordsL02:Array = [wordsL2W1, / /... etc.]

public var wordLevels:Array = [wordsL01, wordsL02, wordsL03,... etc.

private var tf:TextField;

the constructor code

public void WordArray(_tf:TextField)

{

TF = _tf;

levelGenerator();

var tileTimer = new Timer (500,384);

}

function levelGenerator (): void

{

* To obtain a higher level of 10 words

if(wordLevels.Length>0)

{

activeLevelofTenWords();

tileGenerator();

}

on the other

{

Game is complete

}

}

function activeLevelofTenWords (): void

{

* To get the next word

activeLevelofTenWordsArray = wordLevels.shift ();

nextWordF();

}

function tileGenerator (): void

{

if(letterLevels.Length>0)

{

activeLevelofTiles();

}

on the other

{

Game is complete

}

}

function activeLevelofTiles (): void

{

activeLevelofTilesArray = letterLevels.shift ();

shuffleTiles (activeLevelofTilesArray);

trace (activeLevelofTilesArray);

startTileTimer();

}

function shuffleTiles(a:Array)

{

var p:int;

var t: *;

var ivar:int;

for (ivar =. Length-1; Ivar > = 0; Ivar-)

{

p = Math.Floor ((Ivar+1) * Math.Random ());

t = a [ivar];

a [ivar] = a [p];

a [p] = t;

}

}

function startTileTimer (): void

{

tileTimer.start ();

Place the tiles to run

* activeLevelofTilesArray.x = 399;

activeLevelofTilesArray.y = 30;

addChild (activeLevelofTilesArray); * /

trace ("letters should run");

}

Rest of the code does not apply

}

}

You created this timer in a function which means that as soon as you leave the service that it no longer exists because it is not level class. Make level class like some of your other variables:

private var myTimer:Timer;

So yes, you attach a listener TimerEvent him and specify a function.

myTimer.addEventListener (TimerEvent.TIMER, _handleTimer);

function _handleTimer(e:TimerEvent):void

{

what you want

}

Tags: Adobe Animate

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